Elf Archer

Flyndyngylyn's page

1,963 posts. Organized Play character for Otha.


Full Name

Flyndyngylyn

Race

Elf

Classes/Levels

LG Ranger (Inf) 6 / Monk (ZA) 6 / Shadowdancer 2 / Paladin (DH) 1 / Investigator (PD) 1| LG | HP: 167/167| AC:28 T:28 FF:20 | CMB:19 CMD:41 | Saves F:+22 R:+27 W:+22 (+2 vs enchant) | Init:+11 | Per: +29 | IP: 3/3 | Darkvision: 60’

Gender

Male

Size

Medium

Age

121

Alignment

Lawful Good

Deity

Erastil

Location

Absalom (currently)

Languages

Elven, Common, Infernal, Abyssal, Draconic

Strength 18
Dexterity 26
Constitution 16
Intelligence 16
Wisdom 16
Charisma 8

About Flyndyngylyn

Name: Flyn
Race: Elf
Gender: Male
Class: Infiltrator 6 / Zen Archer 6 / Shadowdancer 2 / Divine Hunter 1 / Psychic Detective 1
Level: 16
Age: 121
Alignment: Lawful Good
Size: Medium
Height: 6' 4"
Weight: 175 lb
Eyes: Green
Hair: Blond Wavy; Beardless
Skin: Tan
PFS Faction: Grand Lodge
Deity: Erastil

Stats:

Strength: 18 (+4)
Dexterity: 26 (+8)
Constitution: 16 (+3)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 8 (-1)

Total Hit Points: 167
Speed: 60 feet
Armor Class: 28 = 10 + 8 [dexterity] + 3 [Wisdom] + 2 [Ring of Protection] + 3 [Monk] + 1 [Dodge] + 1 [Ioun Stone]
Touch AC: 28
Flat-footed: 20

Initiative modifier: +11 = 8 [dexterity] + 2 [trait] + 1 [ioun stone]
Fortitude save: + 22 = 13 [base] + 3 [constitution] +5 [cloak] +1 [ioun stone]
Reflex save: + 27 = 13 [base] + 8 [dexterity] +5 [cloak] + 1 [ioun stone]
Will save: + 22 = 12 [base] + 3 [wisdom] +5 [cloak] + 1 [trait] + 1 [ioun stone]
Attack (handheld): + 19 = 15 [base] + 4 [strength]
Attack (missile): + 25 = 15 [base] + 8 [dexterity] + 2 [Greater Bracers of Archery]
Attack (+5 Darkwood Composite Longbow): + 31 = 15 [base] + 8 [dexterity] + 5 [Magic] + 1 [Weapon Focus] +2 [Greater Bracers of Archery]
Combat Maneuver Bonus: + 19 = 15 [base] + 4 [strength]
Combat Maneuver Defense: + 41 = 10 + 15 [base] + 4 [strength] + 8 [dexterity]
+ 3 [wisdom] + 1 [dodge]
Light load: 116 lbs. or less (w/MW Backpack)
Medium load: 117-233 lbs. (w/MW Backpack)
Heavy load: 234–350 lbs. (w/MW Backpack)
Lift over head: 300 lbs.
Lift off ground: 600 lbs.
Push or drag: 1,500 lbs.

Languages: Common, Elven, Infernal, Abyssal, Draconic

Favored class (Ranger) points: Hit points +1; Skill points +0

Weapons/Armor:

+1 Mithral Dagger (+ 19 melee/+ 23 ranged [1d4 + 4, crit 19-20/x2, range incr. 10 ft., 1 lb., light, piercing/slashing]
Cúdin: +2 Darkwood Mighty Composite Longbow +31 [1d8 + 9, crit 19-20/x3, range incr. 110 ft., 1.5 lb, piercing, 35 hardness, 115 hp, CMD 55, Break DC 28, +1 to saves, Impervious, Adaptive, Seeker, Holy]
No Armor

Feats/Traits:

Feats:
Point Blank Shot: +1 attack & damage on ranged targets within 30 feet
Precise Shot: ranged attack into melee/combat without -4 penalty
Rapid Shot: attack with ranged weapon twice per round at -2
Endurance: gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Far Shot: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
Dodge: gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Weapon Focus: +1 attack with Composite Longbow
Deadly Aim: take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
Combat Reflexes: 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.
Perfect Strike: can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). A zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk (Currently 6 times a day).
Point Blank Master: Choose one type of ranged weapon (Composite Longbow). You do not provoke attacks of opportunity when firing the selected weapon while threatened.
Manyshot: With full ranged attack, first shot shoots two arrows.
Improved Precise Shot: Ranged attacks ignore the AC bonus granted to targets by anything less than total cover, as well as the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
Clustered Shot: With a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction. Special: If the massive damage optional rule is being used (Core Rulebook 189), that rule applies if the total damage you deal with this feat is equal to or exceeds half the opponent’s full normal hit points (minimum 50 points of damage).
Quick Draw: Draw weapon as a free action.
Improved Critical: Critical range is doubled on longbow.
Mobility: +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area.

Traits:
Warrior of Old: +2 to Initiative
Indomitable Faith: +1 to Will Saves

Skills:

Skill Attrib SkillMod AbilMod Ranks MiscMod
Acrobatics Dex* 30 = +8 + 14 + 3 [class skill] +5 [Boots of Elvenkind]
Appraise Int 7 = +3 + 1 + 3 [class skill]
Bluff Cha +3 = -1 + 1 + 3 [class skill]
Climb Str* 11 = +4 + 4 + 3 [class skill]
Craft (Bowyer/Fletcher) Int 7 = +3 + 1 + 3 [class skill]
Diplomacy Cha 3 = -1 + 1 + 3 [class skill]
Disable Device Dex* 30 = +8 + 14 + 3 [class skill] + 4 [Vest of Escape magic tools] + 1 [trapfinding]
Disguise Cha -1 = -1
Escape Artist Dex* 31 = +8 + 14 + 3 [class skill] +6 [Vest of Escape]
Fly Dex* 8 = +8
Handle Animal Cha +3 = -1 + 1 + 3 [class skill]
Heal Wis 7 = +3 + 1 + 3 [class skill]
Intimidate Cha -1 = -1
Knowledge (Arcana) Int 7 = 3 + 1 + 3 [class skill] + 1d6 [Inspiration]
Knowledge (Dungeoneering) Int 7 = 3 + 1 + 3 [class skill] + 1d6 [Inspiration]
Knowledge (Engineering) Int 7 = 3 + 1 + 3 [class skill] + 1d6 [Inspiration]
Knowledge (Geography) Int 7 = 3 + 1 + 3 [class skill] + 1d6 [Inspiration]
Knowledge (History) Int 7 = 3 + 1 + 3 [class skill] + 1d6 [Inspiration]
Knowledge (Local) Int 7 = 3 + 1 + 3 [class skill] + 1d6 [Inspiration]
Knowledge (Nature) Int 7 = 3 + 1 + 3 [class skill] + 1d6 [Inspiration]
Knowledge (Nobility) Int 7 = 3 + 1 + 3 [class skill] + 1d6 [Inspiration]
Knowledge (Planes) Int 7 = 3 + 1 + 3 [class skill] + 1d6 [Inspiration]
Knowledge (Religion) Int 7 = 3 + 1 + 3 [class skill] + 1d6 [Inspiration]
Linguistics Int 8 = 3 + 2 + 3 [class skill] + 1d6 [Inspiration]
Perception Wis 27 = +3 + 14 + 3 [class skill] + 2 [elf] + 5 [Lenses of Detection]
Perform (Dancing) Cha 4 = -1 + 2 + 3 [class skill]
Profession (Sailor) Wis 10 = 3 + 2 + 3 [class skill] + 2 [boon]
Ride Dex* 12 = +8 + 1 + 3 [class skill]
Sense Motive Wis 10 = +3 + 4 + 3 [class skill]
Sleight of Hand Dex 20 = +8 + 4 + 3 [class skill] + 5 [Gloves of Larceny]
Spellcraft Int 8 = 3 + 2 + 3 [class skill] + 1d6 [Inspiration]
Stealth Dex* 30 = +8 + 14 + 3 [class skill] + 5 [Elven Runecloak]
Survival Wis 18 = +3 + 12 + 3 [class skill] (+24 when tracking w/Lenses of Detection and 1/2 Ranger level bonus)
Swim Str** 11 = +4 + 4 + 3 [class skill]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers

Special Abilities:

Elf
• + 2 dexterity, +2 intelligence, -2 constitution (already included)
• Immune to magical sleep
• + 2 racial bonus to saves vs. enchantments
• Low-light vision -- see twice as far as humans in dim light
• Proficient with longswords, rapiers, longbows, composite longbows, & shortbow
• + 2 racial bonus on perception checks
• Desert Runner: Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. This racial trait replaces the elven magic racial trait.
• Elves with Ranger as their preferred class may add 1/2 per level to their Confirm Crit roll with a chosen weapon (Longbow)
• Elves with Monk as their preferred class add +1 to the monk’s base speed.
• Elves with Investigator as their preferred class increase the total number of points in the investigator’s inspiration pool by 1/3.

Infiltrator (Ranger)
• Favored enemies. Bonus applies to attack (unlike 3.5), damage, bluff, knowledge (can always make checks), perception, sense motive, survival.
• Adaptation (Ex): At 3rd level, an infiltrator learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy, such as “aberrations.” The ranger selects one ability or feat from the adaptation list for that type (see below). A ranger can use adaptations for 10 minutes per day per ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. If the adaptation requires the ranger to make a more specific choice (such as what skill to use with Skill Focus), this choice is permanent and cannot be changed.This class ability replaces favored terrain.
• Bonus to tracking
• Combat Style
• Wild empathy (roll level + charisma bonus)
• Endurance (level 3)
• Hunter's bond -- either an animal companion or bond with companions and grant some favored enemy bonuses to them(level 4)
• Woodland Stride (level 7)
• Swift Tracker (level 8)
• Evasion (level 9)
• Quarry (level 11)
• Camouflage (level 12)
• Improved Evasion (level 16)
• Hide in Plain Sight (level 17) -- any favored terrain
• Improved quarry (level 19) -- any favored terrain
• Master Hunter (level 20) -- lethal attacks, superior tracking
• High wisdom gains bonus spells daily
• Concentration check: d20 + ranger level + wisdom modifier vs. DC
Favored Enemies:
• Undead +4
• Outsider (Evil) +2; includes Demons, Devils
• Adaptation: +2 Natural Armor (60 minutes daily, in 10-minute increments)
• Ranger Spells: Gravity Bow (x1), Blend (x1), Heightened Awareness (x2)
• Animal Companion: Archimedes the Wise, Owl / 3rd
• This ranger chose the archery track.

Zen Archer (Monk)
• Some monks seek to become one with another weapon entirely—the bow. The zen archer takes a weapon most other monks eschew and seeks perfection in the pull of a taut bowstring, the flex of a bow's limbs, and the flight of an arrow fired true.
• Weapon and Armor Proficiency: Zen archers are proficient with longbows, shortbows, composite longbows, and composite shortbows in addition to their normal weapon proficiencies.
• Flurry of Blows (Ex): Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating. A zen archer's flurry of blows otherwise functions as normal for a monk of his level. Highlighted for my emphasis: Cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.
• Bonus Feats: A zen archer's bonus feats must be taken from the following list: Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, the following feats are added to the list: Focused Shot*, Improved Precise Shot, Manyshot, Mobility, and Parting Shot*. At 10th level, the following feats are added to the list: Improved Critical, Pinpoint Targeting, Shot on the Run, and Snatch Arrows. A monk need not have any of the prerequisites normally required for these feats to select them. These feats replace the monk's normal bonus feats.
• Perfect Strike (Ex): At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll. This ability replaces Stunning Fist.
• Way of the Bow (Ex): At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow. At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites. This ability replaces evasion.
• Zen Archery (Ex): At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow. This ability replaces maneuver training.
• Point Blank Master (Ex): At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites. This ability replaces still mind.
• Ki Pool (Su): At 4th level, in addition to the normal abilities of his ki pool, a zen archer may spend 1 point from his ki pool to increase the range increment for his bow by 50 feet for 1 round.
• Ki Arrows (Su): At 5th level, a zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer's short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn. This ability replaces purity of body.

Psychic Detective (Investigator)
• A psychic detective has additional spells on her spell list, in addition to psychic spells of 6th level or lower. This ability replaces alchemy.
• Trapfinding: An investigator adds 1/2 his level (minimum 1) to Perception checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.
• Inspiration (Ex): An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 (his inspiration die) to the result of that check, including any on which he takes 10 or takes 20. This choice is made after the check is rolled and before the result is revealed.
• Inspiration Pool: 3
• Psychic Spells Known:
0: Detect Magic, Mending, Open/Close, Sift
1: Air Bubble, Monkey Fish

Divine Hunter (Paladin)
• Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
• Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
• Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

Shadowdancer:
• Hide in Plain Sight (Su): A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
• Evasion (Ex): At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.
• Darkvision (Ex): At 2nd level, a shadowdancer gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet.
• Uncanny Dodge (Ex): At 2nd level, a shadowdancer cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A shadowdancer with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.If a shadowdancer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Equipment:

Flyn's Equipment:
3.5 lb Weapons / Armor (from above)
2 lb Efficient Quiver:
Durable Cold Iron Arrows (30)
Durable Blunt Arrows (20)
Durable Silver Arrows (20)
Durable Adamantine Arrows (7)
Ghost Salt Arrows (Cold Iron) (8)
8 lb Explorer's outfit
4 lb Masterwork Backpack
2 lb Pouch x2
4 lb Waterskin x1
1 lb Whetstone
3 lb Fishing kit
1 lb Torch x1
5 lb Silk rope
3 lb Grappling hook
1 lb Acid flask
1 lb Alchemist fire flask
1 lb Vial of Holy Water
Bandolier
+4 Elven Rune Cloak (Cloak of Elvenkind/Cloak of Resistance boon)
+2 Ring of Protection
Boots of Elvenkind
Greater Bracers of Archery
Belt of Physical Perfection (+4)
Headband of Mental Prowess (+4)
Vest of Escape
Corset of Vishkanya
Gloves of Larceny
Lesser Talisman of Life's Breath
Buffering Cap
Wand of Cure Light Wounds (1)
Wand of Cure Light Wounds (50)
Wand of Cure Moderate Wounds (25)
Wand of Cure Serious Wounds (3)
Wand of Mage Armor (43)
PFS Wayfinder
Ring of Feather Falling
Lenses of Detection
Ioun Torch
Cracked Ioun Stone (Dusty Red Prism)
Ioun Stone (Dusty Rose Prism)
Cracked Ioun Stone (Green Prism)
Potion of Flying
Tindertwigs x3
Ink vial
Inkpen
Parchment x3
Flint and steel
Anytool
Antitoxin, vial
Antiplague, vial
Meditation tea (pre-brewed), vial
Filth Fever Tonic, vial x2
Earplugs
Weapon Cord
Rations, 3 days worth 3 lb
Spell components
Courtier's Outfit (not carried on most adventures)
_____
53 lb Total

2,354 gp 6 sp, 3 cp

Background:

Background:
Flyn was born in a small Elven settlement on the outskirts of the Fierani Forest. He was raised by his mother, a Druid, and never knew his father, a desert Elf of Osirion (as told by his mom, his dad died on an expedition, killed by ghouls). Still considered a child, on an herb gathering expedition on with his mother one evening, they ran into a large Goblin raiding party from the World's Edge Mountains and his mother was slain. He was captured and carried off but was rescued hours later by a tracking party led by a Ranger that was also a Pathfinder Society member. From that defining moment, Flyn resolved that he too would be a ranger, and join the PFS as well. His rescuer took him on as an apprentice and Flyn learned much of the ways of a Ranger.

After coming of age, Flyn traveled to Absalom, the home of the Pathfinder Society, eagerly seeking to start his career as an adventurer. His first adventure took him to a tower outside Absalom where he and his party rescued a Pathfinder member from troglodytes. He and his party were promptly presented to the Pathfinder Society and accepted membership into the Grand Lodge. Since then, he has successfully completed 27 missions as a Pathfinder...

Faction Sheet:

Grand Lodge Faction Sheet:
Faction Rewards
EXPLORER (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check.

NEMESIS (4+ goals): Once per adventure, you gain a +2 bonus on your next attack against an Aspis agent, and if you hit, you deal additional damage equal to the number of goals you have completed. Alternatively, you impose a –1 penalty on the agent’s next saving throw against a spell you cast; the penalty increases to –2 if you have completed seven or more goals.

[ ][ ][ ]EXPEDITION COORDINATOR (7+ goals): You can forgo your Downtime to organize an expedition to a site you recently visited and discover things you missed before. Check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have failed. If you do so, all other PCs at the table also succeed at the secondary success condition.

Faction Goals
[X][X][X][X][X][X][X][X]Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.

[X][X][X] Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.

[X] Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.

[X] Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt nor contribute to this goal.

[X] Disrupt or sabotage a significant Aspis Consortium operation, such as by ruining an alliance, damaging its reputation in a large city, or preventing them from recovering an artifact.

[X] Defeat one or more members of the Aspis Consortium in an encounter whose Challenge Rating is at least equal to your character level.

[X] Save a venture-captain, one of the Pathfinder Society’s three masters, or a similarly high-ranking figure in the Society from harm. The NPC must be at actual risk of death unless you intercede—often denoted by a current hit point total or other conditions—and he must survive the encounter.

[X][X][X][X][X] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.

Prestige Rewards / Recurring Boons:

Part-Time Instructor (Grand Lodge): A Venture-Captain invites you to take a direct hand in teaching the next generation of Pathfinders. You may spend 1 Prestige Point to become a part-time instructor at the Grand Lodge. You can use your educational skills to respectfully help your fellow agents thrive when they find themselves in challenging situations. If you are playing an adventure in the higher subtier, you may confer one of the following benefits upon each of the PCs who are 3 or more levels lower than you for the duration of the scenario: a +1 bonus to AC, a +1 bonus on all saving throws, or +1 hit point per level.

Aspis Hunter: You gain a +1 bonus on attack rolls and on weapon damage rolls against Aspis agents who wear clearly visible insignia showing their affiliation and rank.

Hunting Lodge: You can perform Day Job rolls using Survival (Tracking).

Recurring Boons
• PFS Wayfinder -- special compass that emits light upon command
• +1 to Knowledge checks while at the Grand Lodge in Absalom
• +2 on Knowledge (Local) checks concerning the Aspis Consortium
• +2 on Charisma-based skill checks against nobility while on the Isle of Kortos
• +2 to Linguistics check to decipher a writing or to understand a code; can do untrained
• +1 on damage rolls against Demons
• +1 on Charisma-based skill and/or ability checks to influence Mendev crusaders
• +2 on Charisma-based skill checks to influence Wayangs
• +2 morale bonus on attack rolls and weapon damage rolls against Aspis agents inhabiting the Hao Jin Tapestry
• +2 on Profession (Sailor) rolls and it's a class skill
• Captain of the Voracious

PFS Chronicles Info:

PFS ID / Character #: 239913-1

Current PFS Module:
Academy of Secrets

Completed PFS Modules:
Master of the Fallen Fortress
Boons: None

The Confirmation
Boons:
Confirmed Field Agent
Explore, Report, Cooperate [ ]
Friend of Janira Gavix

The Wounded Wisp
Boons:
Explore, Report, Cooperate [ ]
Prized Find [ ]

The Consortium Compact
Boons:
Inside Knowledge [ ]
Lord Avid's Recommendation [ ]

Library of the Lion
Boons:
Code breaker

The Wardstone Patrol
Boons:
Hero of the Inheritor [ ] [ ] [ ]
Mendevian Commendation

Voice in the Void
Boons: None

The Devil We Know, Part 1
Boons: None

The Devil We Know, Part 2
Boons: None

The Devil We Know, Part 3
Boons: None

The Devil We Know, Part 4
Boons: None

The Blakros Matrimony
Boons:
Impressive Influence (Nigel Aldain, Jeon Raeng-Woo)

Tome of Righteous Repose
Boons:
Righteous Redemption [ ]
Worthy Foe [ ][ ][ ]

In Wrath's Shadow
Boons: None

City of Golden Death
Boons:
Kassen's Boon [ ]

Where Mammoths Dare Not Tread
Boons:
Accumulating an Army (Mammoth Riders)

Siege of the Diamond City
Boons:
Siege-Hardened
Defender of Nerosyan (Overwhelming Victory)

Tapestry's Toil
Boons:
Aspis Revealed [ ][ ]
Sky Key Component (Hao Jin Tapestry)
Tanbaru's Respect
Wayang's Favor

The Hao Jin Cataclysm
Boons:
Savior of the Tapestry (Aspiring Warrior) [X][ ]
Radiant Ruby Feathers [ ][ ]

The Elven Entanglement
Boons:
Accumulating an Army (Elven Uprooters)

Siege of Gallowspire
Boons:
What Ambush? [][]
Unravel Magic []
Time Delivery []
Tactical Strike []
Restorative Burst []
Necromantic Surge [][][][]

Eyes of the Ten, Part 1
Boons: None

Eyes of the Ten, Part 2
Boons: None

Eyes of the Ten, Part 3
Boons: None

Eyes of the Ten, Part 4
Boons:
Venture-Captain

Race for the Runecarved Key
Boons:
[ ] Magnamarian Debt
Formidable Renown

Prince of Augustana
Boons: None

Tower of the Ironwood Watch
Boons: None

Wonders in the Weave, Part I
Boons:
Treachery in the Weave

Wonders in the Weave, Part II
Boons:
Relentless Aspis Hunter

On Sevenfingers's Sails
Boons:
All Aboard the Voracious! [ ][ ][ ]

King of the Storval Stairs
Boons: None

What Prestige is Worth
Boons:
Contracted Wish (Wish for Power)

Tomb of the Iron Medusa
Boons:
Stavian's Secret

Serpents Rise
Boons:
Spoils of the Siege (Marnarius)
Trusted Pathfinder [X]

We B4 Goblins
Boons:
Happy Beat [ ] [ ]
Kettlehelm of Glory [ ]

We Be Goblins Free
Boons:
You Be Goblin Chief/Kill Gull [ ]
Kaboom! Kablam! [ ]
Kill Gull [X]

Initiate's Edge (Welcome to Pathfinder Boon)
Tattoo of the Open Road [X][ ]

PBP Gameday VI Boon #1
Model Pathfinder Agent (Grand Lodge): [X][ ][ ]

Earned PP/Fame: 75
Current PP: 41
XP: 41.5

Bot Me:

Flyn primarily provides scouting abilities (searching and tracking) and ranged support in combat; he also has skill with some rogue abilities...

When exploring/scouting ahead, he'll try to conceal himself (Stealth), check for traps/foes (Perception), and also look for any tracks (Survival)...

When encountering traps, he'll attempt to disable it, whether it be mechanical or magical (Disable Device)...

In combat, he prefers hanging back and attacking with his Magic Composite Longbow; however, he can also fight in close quarters with his bow when threatened and not draw an AoO (Point Blank Master). He'll generally use Deadly Aim and Rapid Shot when possible; he keeps a variety of arrow types in his Efficient Quiver to use when DR creatures are faced/known. In addition, he has the Clustered Shot feat that when used against a single creature, all damage is totaled before DR is subtracted...and the Improved Precise Shot feat which ignores all but total concealment and total cover. He has five uses/day of Perfect Strike; he usually saves those for the nastier creatures or when he or a friend are in a pinch. He recently got a weapon cord for his bow; when approaching encounters, he’ll draw his bow and attach the cord...

He'll use Acrobatics in combat if needed when moving to avoid an AoO...

NOTE: Flyn's favored enemies are the Undead (+4 attack/damage/Knowledge) and Outsider (Evil) (+2 attack/damage/Knowledge).

He also has modest skill in the Knowledge Arena (All Knowledge Skills +6 +1d6 due to Inspiration)...

As an Infiltrator, he can use Darkvision (60') 60 minutes a day, in ten minute increments...

If in life-death situations, he has a couple of boons that can potentially help stave off permanent death, if needed (Tattoo of the Open Road, Kettlehelm of Glory)...

Notable Items
Cúdin: Magic (+5) Composite Longbow (Adaptive, Impervious, Holy, Seeking)
Efficient Quiver
Elven Rune Cloak (+4)
Boots of Elvenkind
Belt of Physical Perfection (+4)
Headband of Mental Prowess (+4)
Lenses of Detection
Greater Bracers of Archery
Ring of Feather Falling
Ring of Protection (+2)
Buffering Cap
Vest of Escape
Wayfinder
Ghost Salt Cold Iron Arrows (10)
Adamantine Blanched Cold Iron Arrows (2)
Adamantine Arrows (Durable) (12)
Wand of CLW (5)
Wand of CLW (50)
Wand of CMW (25)
Wand of CSW (3)
Wand of Mage Armor (41)

Typical Scouting Rolls
[dice=Stealth]1d20+30[/dice]
[dice=Perception]1d20+27[/dice]
[dice=Survival (Tracking)]1d20+24[/dice]
[dice=Disable Device]1d20+30[/dice]

Knowledge Rolls
[dice=Knowledge (Arcana)]1d20+7+1d6[/dice]
[dice=Knowledge (Dungeoneering)]1d20+7+1d6[/dice]
[dice=Knowledge (Engineering)]1d20+7+1d6[/dice]
[dice=Knowledge (Geography)]1d20+7+1d6[/dice]
[dice=Knowledge (History)]1d20+7+1d6[/dice]
[dice=Knowledge (Local)]1d20+7+1d6[/dice]
[dice=Knowledge (Nature)]1d20+7+1d6[/dice]
[dice=Knowledge (Nobility)]1d20+7+1d6[/dice]
[dice=Knowledge (Planes)]1d20+7+1d6[/dice]
[dice=Knowledge (Religion)]1d20+7+1d6[/dice]

Save Rolls
[dice=Fortitude]1d20+19[/dice] (Endurance and Desert Runner could increase the bonus)
[dice=Reflex]1d20+24[/dice]
[dice=Will]1d20+19[/dice] (+2 for enchantments)

Most Used Combat Rolls

Standard Attack within 30'
To Hit: Dex+Base, Magic, Greater Bracers of Archery, Weapon Focus, PBS, Deadly Aim, Precise Shot, Improved Precise Shot, Point Blank Master, Improved Critical, Elven Ranger Racial Confirmation Bonus
Damage: Magic, Strength, Weapon Specialization, Greater Bracers of Archery, PBS, Deadly Aim[/b]

[dice=Magic Composite Longbow]1d20+23+5+2+1+1-4[/dice]
[dice=Magic/Cold Iron/Good Damage]1d8+5+4+2+1+1+8[/dice]

Standard Attack over 30'
To Hit: Dex+Base, Magic, Greater Bracers of Archery, Weapon Focus, Deadly Aim, Precise Shot, Improved Precise Shot, Point Blank Master, Improved Critical, Elven Ranger Racial Confirmation Bonus
Damage: Magic, Strength, Weapon Specialization, Greater Bracers of Archery, Deadly Aim[/b]

[dice=Magic Composite Longbow]1d20+23+5+2+1-4[/dice]
[dice=Magic/Cold Iron/Good Damage]1d8+5+4+2+1+8[/dice]

Full Attack within 30'
To Hit: Dex+Base, Magic, Greater Bracers of Archery, Weapon Focus, PBS, Deadly Aim, Rapid Shot, Precise Shot, Improved Precise Shot, Point Blank Master, Improved Critical, Elven Ranger Racial Confirmation Bonus
Damage: Magic, Strength, Weapon Specialization, Greater Bracers of Archery, PBS, Deadly Aim, Manyshot[/b]

[dice=Magic Composite Longbow (Manyshot)]1d20+23+5+2+1+1-4-2[/dice]
[dice=Magic/Cold Iron/Good Damage]1d8+5+4+2+1+1+8[/dice]
[dice=Magic/Cold Iron/Good Damage]1d8+5+4+2+1+1+8[/dice]

[dice=Magic Composite Longbow (Rapid Shot)]1d20+23+5+2+1+1-4-2[/dice]
[dice=Magic/Cold Iron/Good Damage]1d8+5+4+2+1+1+8[/dice]

[dice=Magic Composite Longbow (Iterative1)]1d20+18+5+2+1+1-4-2[/dice]
[dice=Magic/Cold Iron/Good Damage]1d8+5+4+2+1+1+8[/dice]

[dice=Magic Composite Longbow (Iterative2)]1d20+13+5+2+1+1-4-2[/dice]
[dice=Magic/Cold Iron/Good Damage]1d8+5+4+2+1+1+8[/dice]

Full Attack over 30'
To Hit: Dex+Base, Magic, Greater Bracers of Archery, Weapon Focus, Deadly Aim, Rapid Shot, Manyshot, Precise Shot, Improved Precise Shot, Point Blank Master, Improved Critical, Elven Ranger Racial Confirmation Bonus
Damage: Magic, Strength, Weapon Specialization, Greater Bracers of Archery, Deadly Aim[/b]

[dice=Magic Composite Longbow (Manyshot)]1d20+23+5+2+1-4-2[/dice]
[dice=Magic/Cold Iron/Good Damage]1d8+5+4+2+1+8[/dice]
[dice=Magic/Cold Iron/Good Damage]1d8+5+4+2+1+8[/dice]

[dice=Magic Composite Longbow (Rapid Shot)]1d20+23+5+2+1-4-2[/dice]
[dice=Magic/Cold Iron/Good Damage]1d8+5+4+2+1+8[/dice]

[dice=Magic Composite Longbow (Iterative1)]1d20+18+5+2+1-4-2[/dice]
[dice=Magic/Cold Iron/Good Damage]1d8+5+4+2+1+8[/dice]

[dice=Magic Composite Longbow (Iterative2)]1d20+13+5+2+1-4-2[/dice]
[dice=Magic/Cold Iron/Good Damage]1d8+5+4+2+1+8[/dice]

Confirm Critical Rolls:
+3 to any crit confirm roll due to Elven Ranger bonus

To avoid AoOs:
[dice=Acrobatics]1d20+28[/dice]

To break free from a grapple:
[dice=Escape Artist]1d20+31[/dice]

Other Skills:
[dice=Sleight of Hand]1d20+22[/dice]
[dice=Climb]1d20+11[/dice]
[dice=Swim]1d20+11[/dice]
[dice=Sense Motive]1d20+10[/dice]
[dice=Ride]1d20+12[/dice]
[dice=Heal]1d20+7[/dice]
[dice=Handle Animal]1d20+3[/dice]
[dice=Diplomacy]1d20+3[/dice]
[dice=Linguistics]1d20+8+1d6[/dice]
[dice=Spellcraft]1d20+8+1d6[/dice]
[dice=Profession (Sailor)]1d20+10[/dice]
[dice=Performance (Dance)]1d20+4[/dice]
[Dice=Wand of CLW]1d8+1[/dice]